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Infixo avatar Infixo commented on September 24, 2024

AI Booster has much more changes

AI has higher desire to build and keep larger standing army (Ground, Navy, Air and Nuclear Weapons). Finally the AI standing army unit numbers desires have been boosted, both for ground force / navy and air including nukes.
PSEUDOYIELD_STANDING_ARMY_NUMBER => 2.0 (1.0)
PSEUDOYIELD_STANDING_ARMY_VALUE => 0.5 (0.1)
PSEUDOYIELD_UNIT_COMBAT => 1.4 (1.0)
PSEUDOYIELD_UNIT_AIR_COMBAT => 15 (3)
PSEUDOYIELD_UNIT_NAVAL_COMBAT => 15 (1)

Higher priority for the AI to deploy Gold to buy units

Tactical Changes

Increased AI max operations and higher priority to attack cities.
PSEUDOYIELD_CITY_BASE => 200 (450)
PSEUDOYIELD_CITY_DEFENDING_UNITS => 40 (80)
this seems like my code?
UPDATE AiFavoredItems SET Value = 2 WHERE ListType = 'BaseOperationsLimits' AND Item = 'OP_DEFENSE'; -- def. 1 ?number of simultaneus ops? TUNE ACCORDING TO PEACE/WAR
UPDATE AiFavoredItems SET Value = 2 WHERE ListType = 'BaseOperationsLimits' AND Item = 'OP_SETTLE'; -- def. 1 ?number of simultaneus ops?

AI is more aggressive when at war to attack cities.
AiOperationTeams: Reducing the requirements for going to war, InitialStrengthAdvantage down, OngoingStrengthAdvantage down
AiOperationDefs: Reducing all other less agressive traits, like aid ally to 5 => TODO: review those priorities
AiOperationDefs: MinOddsOfSuccess VERY low, like 0.1/0.2, and city attacks have very high priority (=1)

Boosted default chance of producing settler, worker, trader, districts, airplanes, navy, nuclear weapons.
PSEUDOYIELD_UNIT_SETTLER => 1.1 (1.0)
PSEUDOYIELD_IMPROVEMENT => 1.0 (3.0)
PSEUDOYIELD_UNIT_SPY => 40 (20)
PSEUDOYIELD_DISTRICT => 5 (4.0)
PSEUDOYIELD_ENVIRONMENT => 0.75 (0.5)
PSEUDOYIELD_NUCLEAR_WEAPON => 40 (25)
PSEUDOYIELD_UNIT_TRADE => 4.0 (1.0)

from civ6-real-strategy.

Infixo avatar Infixo commented on September 24, 2024

Vanilla game
BaseOperationsLimits => all are 1 | RST sets some to 2
AiOperationTeams Initial/Ongoing Vanilla => AI Booster | RST TODO
Attack Enemy City 1.5/ 3.0 => 0.5/ 1.0 | 1.0/ 2.0
Wartime ... 0.5/ 3.0 => 0/ 0.5 | 0.5/ 1.0
Attack Walled City 2.0/ 4.0 => 1.0/ 2.0 | 1.0/ 2.5
Wartime ... 1.0/ 6.0 => 0.5/ 1.0 | 0.5/ 1.5
AiOperationDefs, odds of success. TODO
Attack Enemy City 0.5, Wartime 0.25 | 0.6, war 0.4 RST increases min odds, AIB decreases
Attack Walled City 0.6, Wartime 0.4 | 0.7, war 0.5 RST increases min odds, AIB decreases
AiOperationDefs, must have units. TODO
Attack Enemy City 5, Wartime 3 | 7, war 4 RST increases req units
Attack Walled City 10, Wartime 6 | 10, war 7 RST increases req units, AIB decreases - could be easier for AI to mount an attack...
AiOperationDefs, priorities. seems like bigger numbers are higher priority (?) AI Booster here uses an opposite logic i.e lower numbers are higher priority? It sets all attacks to 1. NO

from civ6-real-strategy.

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